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  1. #1
    Marriorqq's Avatar Member
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    Convert secondary attribute health to Guardian Mastery.

    The health value of the secondary attribute is changed to Guardian Mastery.

    I hardly saw players using this blue secondary attribute.

    Can you please tell us about the design significance of this life value? How to use it effectively?

    I want to refer to weapon control.

    Get a Guardian Mastery.:

    The maximum value is 4%,
    4% reduces damage taken, increases threat value by 4%, and 4% kills return to armor.

    The named 511 death grip can be turned into 10% guard proficiency.

    Other: Can the explosion resistance also be strengthened? After being injured by the explosion
    Gives blue armor with half explosion resistance within 5 seconds.
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  2. #2
    Marriorqq's Avatar Member
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    Death Grip "10% Defense Mastery"
    Seems too strong

    Then reduce it to 8% to counteract the name of the glove that damages 8% of armor penetration.

    The life value attribute of the brand reward is 10%, and it is directly changed to 5% Defense Mastery. How about this?
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  3. #3
    I'll address the following points:

    - the health secondary gear attribute is rarely used;
    - the significance and effective use of the health attribute

    I agree that health is rarely an attributed considered in a build - well, it once was when the backpack talent 'Clutch' restored health and armour at a higher rate upon critical hit than it is now. The way in which Health can be used is by running a Hunter's Fury (which has 100% health on kill (ideal for recovering from close calls)) build or anything that grants you 'Health on Kill'. Otherwise, there are better attributes to use rather than Health. Therefore, there are not many reasons to have 'health' on your build.

    Guardian Mastery vs Simplifying Defensive Core Attributes
    Regarding the proposed idea behind weapon control, Guardian Mastery, this seems rather complicated as well as potentially detrimental to PvP. For example, players who run 4-6 Defensive Core Attributes, Lady Death, Intimidate and Adrenaline Rush reap the benefits of being tanky while dealing incredible damage - something that All Offensive Core Attribute/ Red Builds cannot usually win against. By giving this particular playstyle 4% damage reduction and additional armour on kill, the build I mentioned earlier becomes too powerful in PvP. I like the idea, I really do, but the costs currently outweigh the benefits in this situation.

    What I propose instead is tying the secondary health attribute (perhaps even protection from elites and/or hazard protection stats) to the Defensive Core Attribute. This means that you cannot have health as a secondary attribute but makes you tankier. However, to address the PvP issue I mentioned earlier it would be best if players who run Defensive Core Attributes lose somewhere between 5%-15% weapon damage so that players have to carefully think about what kind of build they will run. If you want to deal damage, invest in reds/ offensive core attributes. If you want to invest in survivability at the expense of dealing less damage, go for blues/ defensive core attributes. What this does is it simplifies the approach to tank builds as well as potentially allowing DPS players not to be out DPS'd by tank builds that run 4-6 blues.

    511 Idea
    The 511 brandset is probably only useful to make a hazard build. Restructuring the brandset will take more time to address in comparison to what was proposed in this thread.

    Explosive Resistance:

    Just tie it to Defensive Core Attributes similar to what was suggested above.
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  4. #4
    Marriorqq's Avatar Member
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    Originally Posted by ForgetLeSpaghet Go to original post
    I'll address the following points:

    - the health secondary gear attribute is rarely used;
    - the significance and effective use of the health attribute

    I agree that health is rarely an attributed considered in a build - well, it once was when the backpack talent 'Clutch' restored health and armour at a higher rate upon critical hit than it is now. The way in which Health can be used is by running a Hunter's Fury (which has 100% health on kill (ideal for recovering from close calls)) build or anything that grants you 'Health on Kill'. Otherwise, there are better attributes to use rather than Health. Therefore, there are not many reasons to have 'health' on your build.

    Guardian Mastery vs Simplifying Defensive Core Attributes
    Regarding the proposed idea behind weapon control, Guardian Mastery, this seems rather complicated as well as potentially detrimental to PvP. For example, players who run 4-6 Defensive Core Attributes, Lady Death, Intimidate and Adrenaline Rush reap the benefits of being tanky while dealing incredible damage - something that All Offensive Core Attribute/ Red Builds cannot usually win against. By giving this particular playstyle 4% damage reduction and additional armour on kill, the build I mentioned earlier becomes too powerful in PvP. I like the idea, I really do, but the costs currently outweigh the benefits in this situation.

    What I propose instead is tying the secondary health attribute (perhaps even protection from elites and/or hazard protection stats) to the Defensive Core Attribute. This means that you cannot have health as a secondary attribute but makes you tankier. However, to address the PvP issue I mentioned earlier it would be best if players who run Defensive Core Attributes lose somewhere between 5%-15% weapon damage so that players have to carefully think about what kind of build they will run. If you want to deal damage, invest in reds/ offensive core attributes. If you want to invest in survivability at the expense of dealing less damage, go for blues/ defensive core attributes. What this does is it simplifies the approach to tank builds as well as potentially allowing DPS players not to be out DPS'd by tank builds that run 4-6 blues.

    511 Idea
    The 511 brandset is probably only useful to make a hazard build. Restructuring the brandset will take more time to address in comparison to what was proposed in this thread.

    Explosive Resistance:

    Just tie it to Defensive Core Attributes similar to what was suggested above.
    I then consider the benefit of 6% critical strike chance converted into 4% damage reduction.

    It should be that tanks are more effective, and people with high armor use this attribute themselves.

    But the details can still be adjusted.(3%?) Thank you for your suggestions.
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  5. #5
    My only criticism of tank builds is that they should only be tanky instead of being tanky and out DPS actual DPS builds (currently happening at the moment). My point is when proposing an idea like this, consider the following question: How will my idea impact the current state of the game?
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  6. #6
    Marriorqq's Avatar Member
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    Originally Posted by ForgetLeSpaghet Go to original post
    My only criticism of tank builds is that they should only be tanky instead of being tanky and out DPS actual DPS builds (currently happening at the moment). My point is when proposing an idea like this, consider the following question: How will my idea impact the current state of the game?

    If you want to strengthen the difference between the tank and the core attribute configuration area (1.3 times the existing core attribute).
    You may be able to refer to my other article, although it may not be popular.
    The comments inside have permission to answer this question.



    https://www.reddit.com/r/thedivision...k_half_of_the/
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